[CAMS24] Round5: P1 rathyAro [Feral]/Blood/Truth vs P2 FrozenStorm [Finesse]/Blood/Fire

@FrozenStorm I’ve already lost to finesse twice this tournament, but uh third time’s a charm? Have fun!

Not a single rules change this game, if I’m not mistaken.

P1T1

Starting Hand

Ironbark Treant
Forest’s Favor
Verdant Tree
Rich Earth
Tiger Cub

Workers

Ironbark Treant

Next Hand

Young Treant
Rampant Growth
Spore Shambler
Merfolk Prospector
Playful Panda

Discard

Verdant Tree
Tiger Cub
Forest’s Favor

Tech 0 card(s)
Get Paid - ($4)
Rich Earth - ($1)
Worker

Float ($1)
Discard 3, draw 5


Board Info:

In Patrol:

  • :psblueshield: Squad Leader:
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 20

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 1
  • Workers: 5
Thoughts

Ok hear me out. I think it would actually be hard to get aggressive with calamandra here even as player 1. So if I’m sitting back, why not collect a fat check from rich earth? Yeah its probably bad lol.

2 Likes

GL HF @rathyAro ! I’m going on a road trip next week so I’ll probably be a little slow

CAMS24 Round 5 Player 2, Turn 1

P2 Finesse/Blood/Fire vs P1 [Feral]/Blood/Truth

Card changes in effect for the tourney linked here

Starting Hand

Brick Thief
Spark
Granfalloon Flagbearer
Helpful Turtle
Wither

Events of Turn:


Upkeep:

  • Get Gold (5)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Main:

  • Brick Thief, your base to 19 (3)
  • River (1)
  • Worker (0)
Workers

Spark

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20

In Patrol:

  • :psblueshield: Squad Leader: River (2/3a lvl 1)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • Brick Thief (2/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 0
  • Disc: 3

Gold:

  • Gold: 0
  • Workers: 6

End of Turn Hand

Fruit Ninja
Tenderfoot
Older Brother
Bloom
Timely Messenger

End of Turn Discard
My Thoughts

Scared of Quince barrow mirrors but otherwise I’m probably okay? We’ll see I spose!


P1T2


Tech

Centaur
Crash Bomber

Starting Hand

Merfolk Prospector
Playful Panda
Rampant Growth
Spore Shambler
Young Treant

Workers

Ironbark Treant
Playful Panda

Next Hand

Tiger Cub
Young Treant
Rampant Growth
Forest’s Favor

Tech 2 card(s)
Get Paid + float - ($6)
Spore Shambler - ($3)
Worker
Tech I - ($1)
Merfolk Prospector - ($0)

Float ($0)
Discard 2, reshuffle, draw 4


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Spore Shambler (2/3A,++)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Merfolk Prospector (1/1)
  • :target: Lookout:

In Play:

  • Rich Earth

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 5

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 6

Well so far so so

CAMS24 Round 5 Player 2, Turn 2

P2 Finesse/Blood/Fire vs P1 [Feral]/Blood/Truth

Card changes in effect for the tourney linked here

Starting Hand

Fruit Ninja
Tenderfoot
Older Brother
Bloom
Timely Messenger

Events of Turn:


Upkeep:

  • Get Gold (6)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Maestro x2


Main:

  • River hits Shambler, takes 2
  • Brick Thief trades Shambler and deals 1 to your tech1
  • Midband River (4)
  • Tenderfoot (3)
  • Tech 1 (2)
  • Worker (1)
Workers

Fruit Ninja, Spark

  • :pspurpleshield: Patrol as below
  • Discard 3 rs Draw 5
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5

In Patrol:

  • :psblueshield: Squad Leader: Tenderfoot (1/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • River (2/4 lvl 3)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 7

End of Turn Hand

Brick Thief
Older Brother
Timely Messenger
Maestro
Maestro

End of Turn Discard
My Thoughts

Gonna try a t2 rush we’ll see how it goes!

Ooof. The opposite of a usual “whiff”


I’m making updates to the sheet so please let me know if you notice any bugs :slight_smile:
P1T3


Tech

Crashbarrow
Crashbarrow

Starting Hand

Young Treant
Rampant Growth
Forest’s Favor
Tiger Cub
Crash Bomber

Workers

Ironbark Treant
Playful Panda
Tiger Cub

Next Hand

Spore Shambler
Centaur
Verdant Tree
Crashbarrow

Tech 2 card(s)
Get Paid - ($6)
Young Treant, draw 1 - ($4)
Crash Bomber - ($3)
Calamandra - ($1)
Get a gold from Merfolk Prospector - ($2)
Midband Calamandra - ($0)
Worker

Float ($0)
Discard 2, draw 2, reshuffle, draw 2


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Crash Bomber(2/2A, resist 1)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant (0/2, resist 1)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Calamandra (3/4, lvl 3)
  • Merfolk Prospector (1/1, resist 1)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 4

Economy Info:

Cards:

  • Hand: 4
  • Deck: 3
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 7
Thoughts

Double crashbarrow tech is pretty risky, but I don’t want to durdle around playing defense too long as they build up an advantage.

edit: first bug caught :sweat_smile: (had to edit the patrollers. they were not as intended)

hmmm

CAMS24 Round 5 Player 2, Turn 3

P2 Finesse/Blood/Fire vs P1 [Feral]/Blood/Truth

Card changes in effect for the tourney linked here

Starting Hand

Brick Thief
Older Brother
Timely Messenger
Maestro
Maestro

Events of Turn:


Upkeep:

  • Get Gold (7+1float)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Nimble Fencer x2
Maestro x2


Main:

  • River, hit CB to 1
  • Maxband River (6)
  • Timely Messenger, free from River max, trade CB, my base to 19
  • Brick Thief, heal my base, your tech1 to 3hp (5)
  • Worker (4)
  • Tower (1)
Workers

Older Brother, Fruit Ninja, Spark

  • :pspurpleshield: Patrol as below
  • Discard 2 Draw 4
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Brick Thief (2/1a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician: Tenderfoot (1/2)
  • :target: Lookout:

In Play:

  • River (3/4 lvl 5)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 5

Gold:

  • Gold: 1
  • Workers: 8

End of Turn Hand

Helpful Turtle
Bloom
Wither
Granfalloon Flagbearer

End of Turn Discard
My Thoughts

guess ill grab tower and see what happens…


P1T4


Tech

Shoddy Glider
Kidnapping

Starting Hand

Verdant Tree
Centaur
Crashbarrow
Spore Shambler

Workers

Ironbark Treant
Playful Panda
Tiger Cub
Spore Shambler

Next Hand

Forest’s Favor
Rampant Growth
Crashbarrow
Crashbarrow

Tech 2 card(s)
Get Paid - ($7)
Worker
Tech II Blood - ($3)
Centaur - ($0)
Calamandra kills Brick Thief

Float ($0)
Discard 2, draw 3, reshuffle, draw 1


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Young Treant (0/2A, resist 1)
  • :psfist: Elite:
  • :ps_: Scavenger: Merfolk Prospector (1/1, resist 1)
  • :pschip: Technician:
  • :target: Lookout: Centaur (3/4, resist 2)

In Play:

  • Rich Earth
  • Calamandra (3/1, lvl 3)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Blood)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 4
  • Disc: 0

Gold:

  • Gold: 0
  • Workers: 8

yeap not looking great lol

CAMS24 Round 5 Player 2, Turn 4

P2 Finesse/Blood/Fire vs P1 [Feral]/Blood/Truth

Card changes in effect for the tourney linked here

Starting Hand

Helpful Turtle
Bloom
Wither
Granfalloon Flagbearer

Events of Turn:


Upkeep:

  • Get Gold (8+1float)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Desperation, Appel Stomp
Nimble Fencer x2
Maestro x2


Main:

  • Wither Cala, she dies (7)
  • River kills SQL
  • Tenderfoot kills Prospector, you get 1g
  • Helpful Turtle (6)
  • Tech 2 Finesse (2)
Workers

Older Brother, Fruit Ninja, Spark

  • :pspurpleshield: Patrol as below
  • Discard 2 rs Draw 4
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 20
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Tower HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Helpful Turtle (1/2a)
  • :psfist: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • River (3/4 lvl 5)
  • Tenderfoot (1/1)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 7
  • Disc: 0

Gold:

  • Gold: 2
  • Workers: 8

End of Turn Hand

Appel Stomp
Nimble Fencer
Brick Thief
Desperation

End of Turn Discard
My Thoughts

think I’m gonna get roasted here but well see


Blood truth does know how to put a game away.

P1T5


Tech

Mind Control
Shoddy Glider

Starting Hand

Crashbarrow
Forest’s Favor
Rampant Growth
Crashbarrow

Workers

Ironbark Treant
Playful Panda
Tiger Cub
Spore Shambler
Forest’s Favor

Next Hand

Crash Bomber
Kidnapping
Shoddy Glider
Verdant Tree

Discard

Young Treant
Merfolk Prospector
Crashbarrow
Crashbarrow
Rampant Growth
Mind Control
Shoddy Glider

Tech 2 card(s)
Get Paid - ($8)
Scavenger - ($9)
Centaur kills Helpful Turtle
Quince + mirror - ($7)
Maxband Quince - ($3)
Crashbarrow, mirror copies it - ($0)
Crashbarrow mirror breaks your Tech II, your base to 18
Crashbarrow breaks your Tech I, your base to 16
Worker
Crashbarrow and mirror die end of turn

Float ($0)
Discard 2, draw 4


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Quince (1/5A, lvl 5)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician:
  • :target: Lookout:

In Play:

  • Rich Earth
  • Centaur (3/2)

Buildings:

  • :heart: Base HP: 19
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Blood)

Economy Info:

Cards:

  • Hand: 4
  • Deck: 0
  • Disc: 7

Gold:

  • Gold: 0
  • Workers: 9

Looking a little bleak yea

CAMS24 Round 5 Player 2, Turn 5

P2 Finesse/Blood/Fire vs P1 [Feral]/Blood/Truth

Card changes in effect for the tourney linked here

Starting Hand

Appel Stomp
Nimble Fencer
Brick Thief
Desperation
Maestro (appel)

Events of Turn:


Upkeep:

  • Get Gold (8+2float)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Lobber, Star-Crossed Starlet
Desperation, Appel Stomp
Nimble Fencer x2
Maestro x2


Main:

  • Appel Stomp, move Quince, draw 1, place it on top (9)
  • Brick Thief, my base to 17, your tech2 to 4 (8)
  • River and Tenderfoot break your tech2, your base to 17
  • Break my tower for a hero’s hall, my base to 15 (6)
Workers

Older Brother, Fruit Ninja, Spark

  • :pspurpleshield: Patrol as below
  • Discard 3 Draw 5
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: DOWN Finesse
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Brick Thief (2/1a)
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • River (3/4 lvl 5)
  • Tenderfoot (1/1)

Economy Info:

Cards:

  • Hand: 5
  • Deck: 2
  • Disc: 6

Gold:

  • Gold: 6
  • Workers: 8

End of Turn Hand

Appel Stomp
Timely Messenger
Maestro
Nimble Fencer
Wither

End of Turn Discard
My Thoughts

Tough to claw this one back but we’ll see how we do!


Nice, Appel Stomp is probably my favorite codex card. I counted my chickens too early. Lets see if I can prevent this potentially epic comeback.

P1T6


Tech

Murkwood Allies
Free Speech

Starting Hand

Shoddy Glider
Crash Bomber
Verdant Tree
Kidnapping

Workers

Ironbark Treant
Playful Panda
Tiger Cub
Spore Shambler
Forest’s Favor
Shoddy Glider

Next Hand

Murkwood Allies
Centaur
Crashbarrow
Young Treant

Tech 2 card(s)
Get Paid - ($9)
Rebuild Tech II
Verdant Tree - ($7)
Centaur trades with Brick Thief, overpower to kill tenderfoot
Quince makes 2 mirrors - ($3)
Worker
Hero’s Hall - ($1)

Float ($1)
Discard 2, reshuffle, draw 4


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Quince (1/5A, lvl 5)
  • :psfist: Elite:
  • :ps_: Scavenger: Mirror #1
  • :pschip: Technician: Mirror #2
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

Economy Info:

Cards:

  • Hand: 4
  • Deck: 8
  • Disc: 0

Gold:

  • Gold: 1
  • Workers: 10
Thoughts

Don’t want to play crashbomber because its a kidnapping target. Hero’s hall is incase they break my tech 2 and leave quince alive but I need another hero’s spells (like now).

Looks like you didn’t enter your teched cards for this turn.

1 Like

my bad on that, TY @Bryce_The_Rice

It’ll be a tough comeback for sure!

CAMS24 Round 5 Player 2, Turn 5

P2 Finesse/Blood/Fire vs P1 [Feral]/Blood/Truth

Card changes in effect for the tourney linked here

Starting Hand

Appel Stomp
Nimble Fencer
Brick Thief
Desperation
Maestro (appel)

Events of Turn:


Upkeep:

  • Get Gold (8+6float)
  • Tech 2 cards each turn (except turn 1)
All Teched Cards

Desperation, Star-Crossed Starlet
Lobber, Star-Crossed Starlet
Desperation, Appel Stomp
Nimble Fencer x2
Maestro x2


Main:

  • Appel Stomp, move Quince, draw 1, place it on top (13)
  • Jaina (11)
  • Wither Scav, you get 1g (9)
  • Timely Messenger, kills techn Mirorr, you draw 1
  • Nimble Fencer, it and River kill Quince, Jaina to level 3 (7)
  • Bloom River (5)
Workers

Older Brother, Fruit Ninja, Spark

  • :pspurpleshield: Patrol as below
  • Discard 1 Draw 2 rs Draw 1
  • Maybe Tech 2 cards after your turn

Board Info:

Buildings:

  • :heart: Base HP: 15
  • Tech1 HP: 5
  • Tech2 HP: 5 Finesse
  • Hero’s Hall HP: 4

In Patrol:

  • :psblueshield: Squad Leader: Jaina (2/3a lvl 3)
  • :crossed_swords: Elite:
  • :pspig: Scavenger:
  • :exhaust: Technician:
  • :target: Lookout:

In Play:

  • River (4/4 lvl 5 +)
  • Nimble Fencer (2/2)
  • Timely Messenger (1/1)

Economy Info:

Cards:

  • Hand: 3
  • Deck: 12
  • Disc: 0

Gold:

  • Gold: 5
  • Workers: 8

End of Turn Hand

Appel Stomp
Granfalloon Flagbearer
Bloom

End of Turn Discard
My Thoughts

Tough to claw this one back but we’ll see how we do!


P1T7

Starting Hand

Centaur
Crashbarrow
Young Treant
Murkwood Allies
Kidnapping
Merfolk Prospector

Workers

Ironbark Treant
Playful Panda
Tiger Cub
Spore Shambler
Forest’s Favor
Shoddy Glider
Merfolk Prospector

Next Hand

Crashbarrow
Crash Bomber
Rampant Growth
Mind Control

Discard

Kidnapping
Crashbarrow
Murkwood Allies
Centaur

Tech 0 card(s)
Get Paid + float - ($11)
Scavenger - ($12)
Young Treant, draw 1 - ($10)
Drakk - ($8)
Kidnapping on Nimble Fencer - ($4)
Crashbarrow - ($1)
Crashbarrow kills Jaina, overpower to River down to 2, Drakk to level 3
Nimble Fencer trades with River, Drakk to level 5
Maxband Drakk - ($0)
Worker

Float ($0)
Discard 2, draw 4


Board Info:

In Patrol:

  • :psblueshield: Squad Leader: Drakk (3/4A, lvl 6)
  • :psfist: Elite:
  • :ps_: Scavenger:
  • :pschip: Technician: Young Treant (0/2)
  • :target: Lookout:

In Play:

  • Rich Earth
  • Verdant Tree (3)

Buildings:

  • :heart: Base HP: 17
  • :heart: Tech I HP: 3
  • :heart: Tech II HP: 5 (Blood)
  • :heart: Heroes’ Hall HP: 4

Economy Info:

Cards:

  • Hand: 4
  • Deck: 2
  • Disc: 4

Gold:

  • Gold: 0
  • Workers: 11
Thoughts

Not my ideal choice, but having fencer kill a tech building means they get her back, which I really didn’t want. Even if they have a big grounded guide+fencer turn I’m hoping my econ advantage will still put this in my favor.

You already gain two levels from the Jaina kill, so drakk is lvl 5 after the fencer trade. Does this change anything from your turn?

2 Likes

Good catch and I miswrote his level. Doesn’t change anythin. I was wondering why he was maxed when I planned the turn in my head but not in the game lol.

1 Like

Killing Drakk is the best I have left, I don’t like my chances to survive the next two turns, so I’ll pack it in for this tourney. GG WP @rathyAro !, I gambled on an early t2 and badly whiffed that turn 3 draw. @zango x me out bro

2 Likes

Good game, well played! You didn’t take long at all despite the road trip.

I see you teched maestro before nimble fencer. What was the rationale on this? I would think just teching the maestros next turn would give you the same result, but with an option to play fencer on your turn 3 and/or 4. The earliest you could play maestro is turn 5 right?

Edit: Ah nevermind on the above, you could have maestro’s on turn 4. That would have been rough for sure.

On a side not, have you tried codex 2e yet? I’m curious to hear thoughts on it from some of the forum vets.

1 Like

Yeah I figured the big body on turn 4 would have been a strong wall to lock you down from. Maybe a bad plan, obviously risky and didn’t work hehe

I have not tried it yet, not a Patron, was waiting around for it to develop some more before really getting into it. Heard a few things that sound kinda interesting but afraid I don’t have much thoughts on it otherwise!

I can see the logic since I started with a very passive rich earth. I took a similar risk but i just didnt draw both tech 2s.

If you ever want to try a game, let me know :slight_smile:

1 Like